Thank you all xD
what is wrong with youhi-mei wrote:
wrong timing, wrong emphasis, wrong hitsounding, lazy volume control
gratz on quali i guess
Even with this, it's still better than your maps, hi-mei.hi-mei wrote:
wrong timing, wrong emphasis, wrong hitsounding, lazy volume control
gratz on quali i guess
It's up to players' skin. (Hitsound is fine with my skin)Naotoshi wrote:
i agree with xexxar, while obviously in the default settings of the map (with map hitsounds on) it sounds perfectly fine, if you turn them off then it sounds god awful. but with the quick fix of changing it to whistle instead of finish, then this issue could be completely avoided. please consider this option...
I can't say about your play but I can say about pattern.Dragontail wrote:
Well I posted this on qualified maps, but doyak told me to post it here, so... I believe that your usage of 1/4 sliders is a little odd. Example 00:14:760 is put as two 1/2 beats, but next two are a 1/4 slider and a 1/2 beat. I believe this does not flow well with such contradictory measures, and am not sure if it really fits the song and sounds like you are mapping to existent beats. It may just be me, and I am bad mapper/modder, but it just sorta bugs me while playing. Please take it into consideration!
It's for a fountain effect :3Stedoss wrote:
what's with this kiai time? 01:07:059 (1,2)
Will check rest of post after sleep.. orzHighTec wrote:
Hi! I have some concers for the top diff!
00:04:332 (2,4) - Seeing the patterning used before in the map, why isn't this stacked like 00:00:482 (2,4) - and 00:03:049 (2,4) - ? It doesn't make much sense to me to have the same pattern done differently when the song wasn't asking for it. If you wanted a change, I think a change in angle to 00:04:493 (3) - would be the best for emphasising the vocals.
// First of all, here is same as 00:01:765 (2,3) - , not same as 00:00:482 (2,4) - and 00:03:049 (2,4) - . And now, let's see the pattern. I didn't want to change flow because music doesn't change dramatically. So, I thought it's enough to change rhythm(1/2 slider to 2 notes) and unstack.
00:12:193 (1,2,1,2,1,2) - Why do these enforce a circular motion all of the sudden? In all other occations that are really damn similar to this one you enforce a circular flow with the jumps being placed vertically on the grid, but here you decide that your old patterning doesn't matter anymore even though it's the exact same set of sounds? Also why are 00:12:514 (1,1) - curved it only makes it even more inconsistent and weird.
// I don't think it's sudden change. As I unstacked 00:10:589 (1,2,3) - this (previous part was stacked like 00:05:455 (1,2) - and 00:08:022 (1,2) - ), I tried to tell players about 'CHANGE'. So this part is different previous part, it's fine.
00:15:723 (1,2) - Wouldn't a slider be better here? Currently seen from tapping emphasis there is no difference to 00:15:081 (1,2,1,2) - . What this does while playing is that it doesn't feel like the song is changing (which it is here) and just feels like the big jumps are over. A slider would help the player recognise that there's an upcoming change and thus makes the player more connected to the song.
// My opinion is different. I wanted to notify the change of song to player by giving dramatic spacing gap, because 00:15:402 (1,2) - this spacing is quite big. But 1/2 slider doesn't demand lots of movement of cursor. It's really tiny. So I put circle jump with almost same flow and small spacing.
00:20:215 (1,2,3) - These feel really noticable to me. I don't get what you're trying to accomplish with the spacing here. The change is so small that it barely feels like anything's changing while playing in the map itself, even though the song is clearly more intense on these 3 notes. I think a bigger spacing change or perhaps even a angle change would fit here really well to let the player know there's something going on. (like, you did something noticable at 00:30:482 (1,2,3) - so why not here!!)
//Well, I changed spacing because of first appearence of snare(?) sounds, but it doesn't too loud. So I thought it's enough spacing with NC.
00:25:027 (1) - Why is this the only kickslider with a curve it doesn't make sense with the other sliders that you mapped here :v
// Because the rule of 1/4 sliders in this diff was 'Face to the next note'. Not straight slider. So it's mutable anytime :3
00:39:466 (3,1) - Patterning inconsistency, isn't (1) supposed to be stacked on the tail of (3) like you did on 00:36:899 (3,1) - ? It feels weird to have sounds be the exact same but the patterning to be slightly off for no particular reason at all other than it ?subjectively looking nice?
// To be exact, 00:40:108 (1,2,3,4,5) - this pattern is inconsistent. Because of 00:40:749 - this cymbal sound, I felt 00:40:108 (1,2,3,4,5) - this is intermediate status between 00:38:824 (1,2,3,4) - and 00:41:391 (1,2,3,4,5,6,7) - . So I thought it's fine to change pattern a bit.
00:42:354 (6,7) - This is the reason why I'm writing this. Can you please, really really PLEASE unstack these? The jumps are slowly crawling to their max and the music is intensifying but you just destroy the entire momentum that you built up with the stack. It feels so disappointing to have this in the map, honestly. Can this please be a jump like the rest of the section? The drums aren't getting any calmer so I don't see a reason why you'd want to kill all movement momentum just like this.
// lol, I just wanted to distinguish this and 00:43:637 (1,2) - this because 00:43:637 (1,2) - this vocal is stronger than 00:42:354 (6,7) - this. So I stacked this and didn't NC here.
00:48:931 (1,2) - Kinda the only situation in which you decide to use a really sharp angle after a slider. Would be cool to have this note be right to the slider like you had in legit all other situations in which the same emphasis is taking place.
// I had known this flow, but I thought it's fine. Because (1) is 1/2 slider, so real flow isn't so sharp I thought.
00:57:113 (2,5) - Again, you stack a lot in the map but just undo the stacking here? Weird aesthetical choice man
// Hmm, if the reason is only aesthetical thing, I just like this.
01:05:134 (1,2,3) - I do by far not agree on these notes being stacked, especially with 01:05:616 (4) - . What you're doing here is indeed making the notes noticable by removing all possible movement, but to be fair is it really what the loud drums and really intense hitsounds deserve? I get that it's after a really slow slider and it might be suprising for players to have jumps after, but the drums kick in randomly too so why not give the feeling of the song away in the map? Also please unstack 01:05:616 (4) - to make it a noticable ending of the kiai part.
// The reason that I stacked all notes is for emphasis of difference between 01:04:493 (3,4) - this two slider. And.. I can't understand why I should unstack (4) for just end if KIAI x.x
01:11:231 (3) - Missed kickslider? I still here the "Hai" shout thing here noticably so why is this the only place without a kickslider? I mean, 01:11:551 (1,1) - has them too and 01:08:664 (1,1,1) - is almost the exact same in the song so what's the point in making it different?
// 01:08:664 (1,2,1,2,1,2) - Here is only 'HAI', but 01:11:231 (3,4,1,2,1,2) - here is two vocal at the same time. So I wanted to hold another vocal for 1 beat so it can be different from previous 'HAI' part.
When replying, can you please not respond with something along the lines of "I think it looks nice"? I tried to look at what you were doing with the map and based my points off of that. I want to understand what what you are doing here so please make me able to understand it.
I hope you consider these points with the intent of bettering the map and not to keep qualified status, good luck!
I also agree, if people turn off hitsounds, sb, skin in a mapset is by their own risk...Monstrata wrote:
We mod maps wit the assumption that ppl use default settings (like default skin) shouldn't we also assume that players will have custom hitsounds enabled since thats the default setting? @Xexxar.
xdEnon wrote:
it has been 7 days from it got qualified and....
not with me, but with this map insteadCellina wrote:
what is wrong with youhi-mei wrote:
wrong timing, wrong emphasis, wrong hitsounding, lazy volume control
gratz on quali i guess
Not really. It got dq'd because you guys thought it would be a great idea to wait until it's about to get ranked so they literally had to dq it for discussion.hi-mei wrote:
well, i did read that, however me and others are still concerned about the entire thing
and since it got attention of qat, i can assume that there is something wrong with this map
So first of all, "you" may "feel" things to be not right or weird, but that doesn't mean the mapper's opinion is just completely wrong. Everyone has their own opinions, and just calling others to be wrong because it is different with yours didn't really seem to be respecting the mapper's idea. And you know, this way, it's either hard for your opinion to gain respect.hi-mei wrote:
basically its just all wrong and weird.
hi-mei wrote:
not to mention that ure basically copied entire pattern 00:09:305 (1,2,1,2,1,2,1,2) - here and flipped it horizontally, which isnt contributing to the overall quality.
hi-mei wrote:
00:12:193 (1,2,1,2,1,2) - it is a bad attempt to add a variety in structure, that youre used twice (copy-paste ^ that i mentioned above), I dont see any structure, or any logical object placement there, its just flow and thats it.
Seeming from these sentence, it looks like you are considering repeated patterns based on copying objects to be bad. It could be. But from whose perspective were you talking about? Were patterns being copied where they weren't meant to be according to the beatmap's "current design", or was it according to "your personal style" that beatmaps with a lot of variety are high in quality?hi-mei wrote:
and also its just sad to see that youre copying everything over and over, just zero improvisation.
Continuous from the comment before, this kind of sentence made me feel you were making mods based on your "personal style" in prior to the beatmap's "current design". I'm not really sure what you were meaning when you say the word "usually", but at least it didn't felt to be refering to the usual usage of 1/4 kicksliders in "this" map. The "usual" usage of 1/4 kick sliders in "this" map (talking about the highest diff) was appearing at the HAI sounds of the vocal and the only exception was at 01:03:851 (1,2,3) with a slightly different rhythm composition. Maybe it was your opinion that such concept to be fundamentally flawed from the beginning that made you raise this point out. However without showing that you have truely understood or attempted to understand the intention of the mapper, the points feel less persuasive than you may think.hi-mei wrote:
moreover, usually kicksliders are used to cover the mediocre sound on slider end in triplets, but in this sound measure you dont have it.